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Game Forum / Role Playing Games / EverQuest / January 2004

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Advice for cleric please

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SESrin - 29 Jan 2004 10:18 GMT
Hi all

Who gets what?
Played in a group all low level (10-11) Ranger, Necro and me - buffed
the ranger with centre and holy armour then went in ranger as tank but
soon necro picks up adds (too many in fact) so I have two guys and one
pet getting hurt - so I heal ranger as much possible then healed necro
and pet his adds are a pain because he brings them too close so when I
root there on top of us, anyway mana is at zero now so have to melee
to kill mobs.

So should I bother with the necro and pet and stick to ranger (tank)
or is there an order clerics should stick to...I have read ealier that
the tank is my main focus?
RT - 29 Jan 2004 11:08 GMT
d'oh!!!!!!  replied to sender instead of to group ;( trying again, sorry
SESrin!

If the necro is level 12, he can heal himself just fine - he just got a
lifetap over time spell that rocks at that level.  Of course, if he's about
to die, throw him a heal ;)

Where were his 'adds' coming from? was he the puller? or was he trying to
solo mobs while the ranger tanked others?

With just the three of you, you've pretty much gotta stick with 1 mob at a
time.... when the adds build up I'd say get the hell out and try again.

In a perfect situation, you only need to heal the tank.  Should a caster get
whacked occasionally, throw a heal over time on them (when you get one).  If
said caster is a druid, shammy, or necro, let em heal themselves.  Other
melees that can't heal themselves, help em out, but if only the tank is
getting whacked, it isn't too big of a priority.  MA stays alive = group
staying alive.

and btw.... when your mana runs out, it shouldn't be 'melee time', but
rather 'med time' to get mana back ;)

> Hi all
>
[quoted text clipped - 10 lines]
> or is there an order clerics should stick to...I have read ealier that
> the tank is my main focus?
Malakia - 29 Jan 2004 13:43 GMT
> Hi all
>
> Who gets what?
> Played in a group all low level (10-11) Ranger, Necro and me - buffed

general rule of thumb that will get you to 65 is this:
always keep the main tank alive

if a person in a robe gets agro, let em die

if the ranger takes agro off the warrior, let em die
the wharf rat - 29 Jan 2004 18:31 GMT
>if a person in a robe gets agro, let em die
>if the ranger takes agro off the warrior, let em die

    Ya know, I really can't do this :-)  I feel so bad about
"letting" people die that I always try as hard as I can to keep
the whole group alive.  It may not be the "best" strategy but it's
entirely in character. :-)  And as far as it goes I've been succesful
at it although haven't made 65 yet... :-)

    I've even gone so far as to pull aggro on a mob attacking
a wizard so I could root park it.  Heal wizard, stun mob, celestial
on tank, run away, root mob, cheal on tank...  
Archerbear - 29 Jan 2004 20:00 GMT
> >if a person in a robe gets agro, let em die
> >if the ranger takes agro off the warrior, let em die
[quoted text clipped - 8 lines]
> a wizard so I could root park it.  Heal wizard, stun mob, celestial
> on tank, run away, root mob, cheal on tank...

In this particular example - the necro and his pet are soaking up mana
needed to keep the ranger up and swinging.  The necro can lifetap and feign,
so no excuse for a necro to need heals as far as I'm concerned.  Bonechips
are cheap and plentiful, again, don't bother healing the pet.  Keep the
ranger and yourself propped up.

Verthandi,
28th Necro
Empty - 29 Jan 2004 21:02 GMT
> In this particular example - the necro and his pet are soaking up mana
> needed to keep the ranger up and swinging.

Read as: The necro and his pet are soaking up mana the ranger should be
soaking up.

~Empty

Signature

'You're not friends. You'll never be friends. You'll be in love till it
kills you both. You'll fight, and you'll shag, and you'll hate each other
till it makes you quiver, but you'll never be friends. Love isn't brains,
children, it's blood... blood screaming inside you to work its will. I may
be love's bitch, but at least I'm man enough to admit it.'
Spike

Archerbear - 29 Jan 2004 21:26 GMT
> > In this particular example - the necro and his pet are soaking up mana
> > needed to keep the ranger up and swinging.
[quoted text clipped - 3 lines]
>
> ~Empty

Hey, if it's the only tank he's got, it's all he's got.
Empty - 30 Jan 2004 00:58 GMT
> Hey, if it's the only tank he's got, it's all he's got.

It was the only tank I had last night.

Instead, the druid pulled and we aggro kited.

/cheer Poofy the Hammer and having your 2 highest nukes up to stagger them

~Empty, BattleCleric

Signature

'You're not friends. You'll never be friends. You'll be in love till it
kills you both. You'll fight, and you'll shag, and you'll hate each other
till it makes you quiver, but you'll never be friends. Love isn't brains,
children, it's blood... blood screaming inside you to work its will. I may
be love's bitch, but at least I'm man enough to admit it.'
Spike

Willie - 29 Jan 2004 15:42 GMT
> Hi all
>
[quoted text clipped - 6 lines]
> root there on top of us, anyway mana is at zero now so have to melee
> to kill mobs.
1st: where are you hunting that you get THAT many adds?  Your
group should set off away from the spawn point if possible... Then have
your tank pull to you..... This will usually reduce adds.
2nd: it sounds as if your necro needed to control his pet better. I play an
enchanter, and have been told by groups not to even BRING a pet, since
I cannot call it off.
Now to the meat of my advice, as a cleric, your job in a group is to keep
every player alive.... I wouldn't waste mana on healing a pet, since the
necro can (theoretically at least) summon another.... Mana should be used
to keep the group together. If a pet dies, it gets summoned right there. If
a player dies, unless you are hunting next to their bind point (an extremely
dangerous and foolish idea, BTW) he/she will take time away from the
group on a death. When you are overwhelmed by adds, having your tank
2 zones away is NOT the best idea.
My advice, invite an enchanter to the group... the crowd control on adds
is right up his ally. If you cannot find one, have the ranger Lull (is that
in
his spell level? dont know. never played a ranger) Root is NOT a good
crowd control spell. It is too random and leaves agro on the group.

Beholm Drolendar
Mithaniel Marr server
Knights of the Rising Sun guild
Enchanter (34th year)
 
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